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Starsector 0.98a is out! (03/27/25)

Author Topic: [0.98a-RC7] Gacha Hullmods  (Read 4328 times)

Mamick

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[0.98a-RC7] Gacha Hullmods
« on: April 07, 2025, 05:40:27 AM »


Gacha Hullmods
Quote
It's F2P friendly! You can beat the entire story with just free characters.
- Every Gacha Game Player talking about their favourite game

Have you ever wanted your ships to be more random? Sad that you can't get enough dopamine from opening research stations? Want more surprise mechanics?

Well roll the dice, applying a random effect to your ships! Unlock the hullmods at Galatia Academy.



Screenshots






FAQ

How do I unlock the hullmods?
Go to the Galatia Academy.

Is this balanced?
It pretends to be.

Does this affect enemy ships?
Nope.

Aren't these Liminal effects?
Yes they are! These stack with Liminal hullmods btw.

Dependencies/Incompatibilities/Supported mods?
Requires Liminal v2.0.1. Supports LunaSettings.

Can be added to existing saves?
Yes, cannot be removed.

Can I save scum?
Only if your heart believes it's ok. You can also change the settings if your heart believes it's ok.

Are there waifus?
Alviss is already in the base game.



Changelog

Refer to changelog link above.



Credits

Thanks to people on the Unofficial discord for their thoughts and suggestions!

Thanks to other mod makers for providing inspiration, and to Alex, David, et al. for making Starsector.

AI generation was used for: most of the images (Midjourney and Imagen 3) with subsequent manual editing, and used for code completion.
« Last Edit: April 07, 2025, 10:00:24 PM by Mamick »
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Mamick

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Re: [0.98a-RC7] Gacha Hullmods
« Reply #1 on: April 08, 2025, 11:30:01 AM »

Quote
v1.0.1
Save compatible. Can be added to existing saves.

- Fix crash when removing hullmod under certain circumstances.
« Last Edit: April 08, 2025, 11:48:19 AM by Mamick »
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sigvard

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Re: [0.98a-RC7] Gacha Hullmods
« Reply #2 on: April 08, 2025, 04:02:13 PM »

This mod concept is hilarious, going to check it out once I play through a bit more of normal liminal
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Mamick

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Re: [0.98a-RC7] Gacha Hullmods
« Reply #3 on: April 09, 2025, 12:22:54 AM »

Quote
v1.0.2
Save compatible. Can be added to existing saves.

- Higher rarities will have *slightly* higher IV rolls. The opposite is true for lower rarities.
- IVs rolls now follow a normal distribution (for the nerds, it has a standard deviation of 20, and a mean of -10, -5, 0, 5, or 10).
- In compensation for the above, the cost to reroll is now 30% instead of 40%.
- Removed `Liminal.jar` which was there accidentally.
- Things are now highlighted in the tooltip.
- Made some text slightly less cringe. Only slightly.
- Add README.
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Deepockent

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Re: [0.98a-RC7] Gacha Hullmods
« Reply #4 on: April 10, 2025, 09:25:02 AM »

Heads up re: mythic fighter bays - Does not seem to stick for ships that did not have fighter bays by default, also removes fighters from those slots on carrier spec'd ships on refit.
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Mamick

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Re: [0.98a-RC7] Gacha Hullmods
« Reply #5 on: April 10, 2025, 10:18:29 AM »

Ah, I'll take a look later today
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sigvard

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Re: [0.98a-RC7] Gacha Hullmods
« Reply #6 on: April 10, 2025, 02:08:12 PM »

Heads up re: mythic fighter bays - Does not seem to stick for ships that did not have fighter bays by default, also removes fighters from those slots on carrier spec'd ships on refit.


Yeah, appears to work correctly if you first add the converted hangar hullmod , otherwise have seen the same behavior.


Gave gacha hullmods a try and I really like it, greatly appreciate the work. It was fun to get lucky with a legendary mod on my main ship and then funny/devastating to see a wolf get dumpstered in flux and speed with a bad iv roll

Definitely can give a ton of power with a godroll but the chances of that are low enough. Mostly it seems you'll get a maybe useful effect and a mix of good and bad stat changes that can lead to interesting min maxing of damage and speed or armoring up but taking a hit to flux and speed.  Or having to weigh getting a great effect like hull and armor Regen against a slew of negative stats

I see you already increased the chance of good ivs with good rolls, that was going to be one of my major suggestions, it is funny to see a bad roll there occasionally but complete randomness means you'll almost always be left with meh rolls on the effects you wanted.

Credits cost seems relatively fair for what is something meant to be a resource sink for endgame fiddling or risky early game power
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Mamick

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Re: [0.98a-RC7] Gacha Hullmods
« Reply #7 on: April 10, 2025, 02:33:50 PM »

Thanks for your thoughts!

Yeah, I think the bug is that the logic to get the ship's specific rolls relies on the ship existing already. Usually it does exist, but sometimes hullmods are called on ships that don't yet exist, and since it doesn't exist it'll fail to fetch the ship's rolls and remove the fighter bay.

I'm going to fix it by applying an invisible hullmod on the ship that adds the fighter bay. Then I can actually add another invisible hullmod for the OP reduction mythic, and make that rollable again.
« Last Edit: April 10, 2025, 02:37:19 PM by Mamick »
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Mamick

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Re: [0.98a-RC7] Gacha Hullmods
« Reply #8 on: April 11, 2025, 12:04:18 PM »

Quote
v1.0.3
Save compatible. Can be added to existing saves.

- Fixed bug where effect that added a fighter bay didn't work on ships that don't have fighter bays. This fix works retroactively.
- Added weapon OP reduction effect back into the pool, as long as you have the (currently unreleased, but might be released by the time you read this) Liminal v2.0.2.
- Fixed crash in mission refit screen. Though no promises that it'll actually work there, I think it'll work as long as you don't restart the game or something.
- Removed '.git' folder from the zip.

So fixed the issue with fighter bays!
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IntoCombat

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Re: [0.98a-RC7] Gacha Hullmods
« Reply #9 on: April 11, 2025, 08:09:04 PM »

interesting mod
I think there should be a LunaLib option to start with gacha mods pre-unlocked instead of having to take a trip to Galatia Academy
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